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diff --git a/tier2/renderutils.cpp b/tier2/renderutils.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: A set of utilities to render standard shapes
+//
+//===========================================================================//
+
+#include "tier2/renderutils.h"
+#include "tier2/tier2.h"
+#include "tier1/KeyValues.h"
+#include "materialsystem/imaterialsystem.h"
+#include "materialsystem/imesh.h"
+#include "materialsystem/imaterial.h"
+#include "tier0/vprof.h"
+#include "tier0/basetypes.h"
+#include "togl/rendermechanism.h"
+
+#if !defined(M_PI)
+ #define M_PI 3.14159265358979323846
+#endif
+
+//-----------------------------------------------------------------------------
+// Globals
+//-----------------------------------------------------------------------------
+static bool s_bMaterialsInitialized = false;
+static IMaterial *s_pWireframe;
+static IMaterial *s_pWireframeIgnoreZ;
+static IMaterial *s_pVertexColor;
+static IMaterial *s_pVertexColorIgnoreZ;
+
+
+//-----------------------------------------------------------------------------
+// Initializes standard materials
+//-----------------------------------------------------------------------------
+void InitializeStandardMaterials()
+{
+ if ( s_bMaterialsInitialized )
+ return;
+
+ s_bMaterialsInitialized = true;
+
+ KeyValues *pVMTKeyValues = new KeyValues( "wireframe" );
+ pVMTKeyValues->SetInt( "$vertexcolor", 1 );
+ s_pWireframe = g_pMaterialSystem->CreateMaterial( "__utilWireframe", pVMTKeyValues );
+
+ pVMTKeyValues = new KeyValues( "wireframe" );
+ pVMTKeyValues->SetInt( "$vertexcolor", 1 );
+ pVMTKeyValues->SetInt( "$vertexalpha", 1 );
+ pVMTKeyValues->SetInt( "$ignorez", 1 );
+ s_pWireframeIgnoreZ = g_pMaterialSystem->CreateMaterial( "__utilWireframeIgnoreZ", pVMTKeyValues );
+
+ pVMTKeyValues = new KeyValues( "unlitgeneric" );
+ pVMTKeyValues->SetInt( "$vertexcolor", 1 );
+ pVMTKeyValues->SetInt( "$vertexalpha", 1 );
+ s_pVertexColor = g_pMaterialSystem->CreateMaterial( "__utilVertexColor", pVMTKeyValues );
+
+ pVMTKeyValues = new KeyValues( "unlitgeneric" );
+ pVMTKeyValues->SetInt( "$vertexcolor", 1 );
+ pVMTKeyValues->SetInt( "$vertexalpha", 1 );
+ pVMTKeyValues->SetInt( "$ignorez", 1 );
+ s_pVertexColorIgnoreZ = g_pMaterialSystem->CreateMaterial( "__utilVertexColorIgnoreZ", pVMTKeyValues );
+}
+
+void ShutdownStandardMaterials()
+{
+ if ( !s_bMaterialsInitialized )
+ return;
+
+ s_bMaterialsInitialized = false;
+
+ s_pWireframe->DecrementReferenceCount();
+ s_pWireframe = NULL;
+
+ s_pWireframeIgnoreZ->DecrementReferenceCount();
+ s_pWireframeIgnoreZ = NULL;
+
+ s_pVertexColor->DecrementReferenceCount();
+ s_pVertexColor = NULL;
+
+ s_pVertexColorIgnoreZ->DecrementReferenceCount();
+ s_pVertexColorIgnoreZ = NULL;
+}
+
+
+//-----------------------------------------------------------------------------
+// Renders a wireframe sphere
+//-----------------------------------------------------------------------------
+void RenderWireframeSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi, Color c, bool bZBuffer )
+{
+ InitializeStandardMaterials();
+
+ // Make one more coordinate because (u,v) is discontinuous.
+ ++nTheta;
+
+ int nVertices = nPhi * nTheta;
+ int nIndices = ( nTheta - 1 ) * 4 * ( nPhi - 1 );
+
+ CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
+ pRenderContext->Bind( bZBuffer ? s_pWireframe : s_pWireframeIgnoreZ );
+
+ CMeshBuilder meshBuilder;
+ IMesh* pMesh = pRenderContext->GetDynamicMesh();
+
+ meshBuilder.Begin( pMesh, MATERIAL_LINES, nVertices, nIndices );
+
+ unsigned char chRed = c.r();
+ unsigned char chGreen = c.g();
+ unsigned char chBlue = c.b();
+ unsigned char chAlpha = c.a();
+
+ int i, j;
+ for ( i = 0; i < nPhi; ++i )
+ {
+ for ( j = 0; j < nTheta; ++j )
+ {
+ float u = j / ( float )( nTheta - 1 );
+ float v = i / ( float )( nPhi - 1 );
+ float theta = 2.0f * M_PI * u;
+ float phi = M_PI * v;
+
+ meshBuilder.Position3f( vCenter.x + ( flRadius * sin(phi) * cos(theta) ),
+ vCenter.y + ( flRadius * sin(phi) * sin(theta) ),
+ vCenter.z + ( flRadius * cos(phi) ) );
+ meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha );
+ meshBuilder.AdvanceVertex();
+ }
+ }
+
+ for ( i = 0; i < nPhi - 1; ++i )
+ {
+ for ( j = 0; j < nTheta - 1; ++j )
+ {
+ int idx = nTheta * i + j;
+
+ meshBuilder.Index( idx );
+ meshBuilder.AdvanceIndex();
+
+ meshBuilder.Index( idx + nTheta );
+ meshBuilder.AdvanceIndex();
+
+ meshBuilder.Index( idx );
+ meshBuilder.AdvanceIndex();
+
+ meshBuilder.Index( idx + 1 );
+ meshBuilder.AdvanceIndex();
+ }
+ }
+
+ meshBuilder.End();
+ pMesh->Draw();
+}
+
+
+//-----------------------------------------------------------------------------
+// Draws a sphere
+//-----------------------------------------------------------------------------
+void RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi, Color c, IMaterial *pMaterial )
+{
+ InitializeStandardMaterials();
+
+ CMatRenderContextPtr pRenderContext( materials );
+
+ unsigned char chRed = c.r();
+ unsigned char chGreen = c.g();
+ unsigned char chBlue = c.b();
+ unsigned char chAlpha = c.a();
+
+ // Two extra degenerate triangles per row (except the last one)
+ int nTriangles = 2 * nTheta * ( nPhi - 1 );
+ int nIndices = 2 * ( nTheta + 1 ) * ( nPhi - 1 );
+ if ( nTriangles == 0 )
+ return;
+
+ pRenderContext->Bind( pMaterial );
+ IMesh *pMesh = pRenderContext->GetDynamicMesh( );
+ CMeshBuilder meshBuilder;
+
+ meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, nTriangles, nIndices );
+
+ // Build the index buffer.
+ float flOONPhi = 1.0f / (nPhi-1);
+ float flOONTheta = 1.0f / (nTheta-1);
+
+ int i, j;
+ for ( i = 0; i < nPhi; ++i )
+ {
+ for ( j = 0; j < nTheta; ++j )
+ {
+ float u = j / ( float )( nTheta - 1 );
+ float v = i / ( float )( nPhi - 1 );
+ float theta = 2.0f * M_PI * u;
+ float phi = M_PI * v;
+
+ Vector vecPos;
+ vecPos.x = flRadius * sin(phi) * cos(theta);
+ vecPos.y = flRadius * sin(phi) * sin(theta);
+ vecPos.z = flRadius * cos(phi);
+
+ Vector vecNormal = vecPos;
+ VectorNormalize(vecNormal);
+
+ vecPos += vCenter;
+
+ meshBuilder.Position3f( vecPos.x, vecPos.y, vecPos.z );
+ meshBuilder.Normal3f( vecNormal.x, vecNormal.y, vecNormal.z );
+ meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha );
+ meshBuilder.TexCoord2f( 0, j * flOONTheta, i * flOONPhi );
+ meshBuilder.AdvanceVertex();
+ }
+ }
+
+ // Emit the triangle strips.
+ int idx = 0;
+ for ( i = 0; i < nPhi - 1; ++i )
+ {
+ for ( j = 0; j < nTheta; ++j )
+ {
+ idx = nTheta * i + j;
+
+ meshBuilder.Index( idx + nTheta );
+ meshBuilder.AdvanceIndex();
+
+ meshBuilder.Index( idx );
+ meshBuilder.AdvanceIndex();
+ }
+
+ // Emit a degenerate triangle to skip to the next row without a connecting triangle
+ if ( i < nPhi - 2 )
+ {
+ meshBuilder.Index( idx );
+ meshBuilder.AdvanceIndex();
+
+ meshBuilder.Index( idx + nTheta + 1 );
+ meshBuilder.AdvanceIndex();
+ }
+ }
+
+ meshBuilder.End();
+ pMesh->Draw();
+}
+
+void RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi, Color c, bool bZBuffer )
+{
+ IMaterial *pMaterial = bZBuffer ? s_pVertexColor : s_pVertexColorIgnoreZ;
+ Color cActual( c.r(), c.g(), c.b(), c.a() );
+ RenderSphere( vCenter, flRadius, nTheta, nPhi, cActual, pMaterial );
+}
+
+
+//-----------------------------------------------------------------------------
+// Box vertices
+//-----------------------------------------------------------------------------
+static int s_pBoxFaceIndices[6][4] =
+{
+ { 0, 4, 6, 2 }, // -x
+ { 5, 1, 3, 7 }, // +x
+ { 0, 1, 5, 4 }, // -y
+ { 2, 6, 7, 3 }, // +y
+ { 0, 2, 3, 1 }, // -z
+ { 4, 5, 7, 6 } // +z
+};
+
+static int s_pBoxFaceIndicesInsideOut[6][4] =
+{
+ { 0, 2, 6, 4 }, // -x
+ { 5, 7, 3, 1 }, // +x
+ { 0, 4, 5, 1 }, // -y
+ { 2, 3, 7, 6 }, // +y
+ { 0, 1, 3, 2 }, // -z
+ { 4, 6, 7, 5 } // +z
+};
+
+static void GenerateBoxVertices( const Vector &vOrigin, const QAngle& angles, const Vector &vMins, const Vector &vMaxs, Vector pVerts[8] )
+{
+ // Build a rotation matrix from orientation
+ matrix3x4_t fRotateMatrix;
+ AngleMatrix( angles, fRotateMatrix );
+
+ Vector vecPos;
+ for ( int i = 0; i < 8; ++i )
+ {
+ vecPos[0] = ( i & 0x1 ) ? vMaxs[0] : vMins[0];
+ vecPos[1] = ( i & 0x2 ) ? vMaxs[1] : vMins[1];
+ vecPos[2] = ( i & 0x4 ) ? vMaxs[2] : vMins[2];
+
+ VectorRotate( vecPos, fRotateMatrix, pVerts[i] );
+ pVerts[i] += vOrigin;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Renders a wireframe box relative to an origin
+//-----------------------------------------------------------------------------
+void RenderWireframeBox( const Vector &vOrigin, const QAngle& angles, const Vector &vMins, const Vector &vMaxs, Color c, bool bZBuffer )
+{
+ InitializeStandardMaterials();
+
+ CMatRenderContextPtr pRenderContext( materials );
+ pRenderContext->Bind( bZBuffer ? s_pWireframe : s_pWireframeIgnoreZ );
+
+ Vector p[8];
+ GenerateBoxVertices( vOrigin, angles, vMins, vMaxs, p );
+
+ unsigned char chRed = c.r();
+ unsigned char chGreen = c.g();
+ unsigned char chBlue = c.b();
+ unsigned char chAlpha = c.a();
+
+ IMesh *pMesh = pRenderContext->GetDynamicMesh( );
+ CMeshBuilder meshBuilder;
+ meshBuilder.Begin( pMesh, MATERIAL_LINES, 24 );
+
+ // Draw the box
+ for ( int i = 0; i < 6; i++ )
+ {
+ int *pFaceIndex = s_pBoxFaceIndices[i];
+
+ for ( int j = 0; j < 4; ++j )
+ {
+ meshBuilder.Position3fv( p[pFaceIndex[j]].Base() );
+ meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3fv( p[pFaceIndex[ (j == 3) ? 0 : j+1 ] ].Base() );
+ meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha );
+ meshBuilder.AdvanceVertex();
+ }
+ }
+
+ meshBuilder.End();
+ pMesh->Draw();
+}
+
+
+//-----------------------------------------------------------------------------
+// Renders a solid box
+//-----------------------------------------------------------------------------
+void RenderBox( const Vector& vOrigin, const QAngle& angles, const Vector& vMins, const Vector& vMaxs, Color c, IMaterial *pMaterial, bool bInsideOut )
+{
+ InitializeStandardMaterials();
+
+ CMatRenderContextPtr pRenderContext( materials );
+ pRenderContext->Bind( pMaterial );
+
+ Vector p[8];
+ GenerateBoxVertices( vOrigin, angles, vMins, vMaxs, p );
+
+ unsigned char chRed = c.r();
+ unsigned char chGreen = c.g();
+ unsigned char chBlue = c.b();
+ unsigned char chAlpha = c.a();
+
+ IMesh *pMesh = pRenderContext->GetDynamicMesh( );
+ CMeshBuilder meshBuilder;
+ meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 12 );
+
+ // Draw the box
+ Vector vecNormal;
+ for ( int i = 0; i < 6; i++ )
+ {
+ vecNormal.Init();
+ vecNormal[ i/2 ] = ( i & 0x1 ) ? 1.0f : -1.0f;
+
+ int *ppFaceIndices = bInsideOut ? s_pBoxFaceIndicesInsideOut[i] : s_pBoxFaceIndices[i];
+ for ( int j = 1; j < 3; ++j )
+ {
+ int i0 = ppFaceIndices[0];
+ int i1 = ppFaceIndices[j];
+ int i2 = ppFaceIndices[j+1];
+
+ meshBuilder.Position3fv( p[i0].Base() );
+ meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha );
+ meshBuilder.Normal3fv( vecNormal.Base() );
+ meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3fv( p[i2].Base() );
+ meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha );
+ meshBuilder.Normal3fv( vecNormal.Base() );
+ meshBuilder.TexCoord2f( 0, 1.0f, ( j == 1 ) ? 1.0f : 0.0f );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3fv( p[i1].Base() );
+ meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha );
+ meshBuilder.Normal3fv( vecNormal.Base() );
+ meshBuilder.TexCoord2f( 0, ( j == 1 ) ? 0.0f : 1.0f, 1.0f );
+ meshBuilder.AdvanceVertex();
+ }
+ }
+
+ meshBuilder.End();
+ pMesh->Draw();
+}
+
+
+void RenderBox( const Vector& vOrigin, const QAngle& angles, const Vector& vMins, const Vector& vMaxs, Color c, bool bZBuffer, bool bInsideOut )
+{
+ IMaterial *pMaterial = bZBuffer ? s_pVertexColor : s_pVertexColorIgnoreZ;
+ Color cActual( c.r(), c.g(), c.b(), c.a() );
+ RenderBox( vOrigin, angles, vMins, vMaxs, cActual, pMaterial, bInsideOut );
+}
+
+
+//-----------------------------------------------------------------------------
+// Renders axes, red->x, green->y, blue->z
+//-----------------------------------------------------------------------------
+void RenderAxes( const Vector &vOrigin, float flScale, bool bZBuffer )
+{
+ InitializeStandardMaterials();
+
+ CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
+ pRenderContext->Bind( bZBuffer ? s_pWireframe : s_pWireframeIgnoreZ );
+ IMesh *pMesh = pRenderContext->GetDynamicMesh( );
+
+ CMeshBuilder meshBuilder;
+ meshBuilder.Begin( pMesh, MATERIAL_LINES, 3 );
+
+ meshBuilder.Position3f( vOrigin.x, vOrigin.y, vOrigin.z );
+ meshBuilder.Color4ub( 255, 0, 0, 255 );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3f( vOrigin.x + flScale, vOrigin.y, vOrigin.z );
+ meshBuilder.Color4ub( 255, 0, 0, 255 );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3f( vOrigin.x, vOrigin.y, vOrigin.z );
+ meshBuilder.Color4ub( 0, 255, 0, 255 );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3f( vOrigin.x, vOrigin.y + flScale, vOrigin.z );
+ meshBuilder.Color4ub( 0, 255, 0, 255 );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3f( vOrigin.x, vOrigin.y, vOrigin.z );
+ meshBuilder.Color4ub( 0, 0, 255, 255 );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3f( vOrigin.x, vOrigin.y, vOrigin.z + flScale );
+ meshBuilder.Color4ub( 0, 0, 255, 255 );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.End();
+ pMesh->Draw();
+}
+
+
+void RenderAxes( const matrix3x4_t &transform, float flScale, bool bZBuffer )
+{
+ InitializeStandardMaterials();
+
+ Vector xAxis, yAxis, zAxis, vOrigin, temp;
+ MatrixGetColumn( transform, 0, xAxis );
+ MatrixGetColumn( transform, 1, yAxis );
+ MatrixGetColumn( transform, 2, zAxis );
+ MatrixGetColumn( transform, 3, vOrigin );
+
+ CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
+ pRenderContext->Bind( bZBuffer ? s_pWireframe : s_pWireframeIgnoreZ );
+ IMesh *pMesh = pRenderContext->GetDynamicMesh( );
+
+ CMeshBuilder meshBuilder;
+ meshBuilder.Begin( pMesh, MATERIAL_LINES, 3 );
+
+ meshBuilder.Position3fv( vOrigin.Base() );
+ meshBuilder.Color4ub( 255, 0, 0, 255 );
+ meshBuilder.AdvanceVertex();
+
+ VectorMA( vOrigin, flScale, xAxis, temp );
+ meshBuilder.Position3fv( temp.Base() );
+ meshBuilder.Color4ub( 255, 0, 0, 255 );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3f( vOrigin.x, vOrigin.y, vOrigin.z );
+ meshBuilder.Color4ub( 0, 255, 0, 255 );
+ meshBuilder.AdvanceVertex();
+
+ VectorMA( vOrigin, flScale, yAxis, temp );
+ meshBuilder.Position3fv( temp.Base() );
+ meshBuilder.Color4ub( 0, 255, 0, 255 );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3f( vOrigin.x, vOrigin.y, vOrigin.z );
+ meshBuilder.Color4ub( 0, 0, 255, 255 );
+ meshBuilder.AdvanceVertex();
+
+ VectorMA( vOrigin, flScale, zAxis, temp );
+ meshBuilder.Position3fv( temp.Base() );
+ meshBuilder.Color4ub( 0, 0, 255, 255 );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.End();
+ pMesh->Draw();
+}
+
+//-----------------------------------------------------------------------------
+// Render a line
+//-----------------------------------------------------------------------------
+void RenderLine( const Vector& v1, const Vector& v2, Color c, bool bZBuffer )
+{
+ InitializeStandardMaterials();
+
+ CMatRenderContextPtr pRenderContext( materials );
+ pRenderContext->Bind( bZBuffer ? s_pWireframe : s_pWireframeIgnoreZ );
+
+ unsigned char chRed = c.r();
+ unsigned char chGreen = c.g();
+ unsigned char chBlue = c.b();
+ unsigned char chAlpha = c.a();
+
+ IMesh *pMesh = pRenderContext->GetDynamicMesh( );
+ CMeshBuilder meshBuilder;
+ meshBuilder.Begin( pMesh, MATERIAL_LINES, 1 );
+
+ meshBuilder.Position3fv( v1.Base() );
+ meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3fv( v2.Base() );
+ meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.End();
+ pMesh->Draw();
+}
+
+
+//-----------------------------------------------------------------------------
+// Draws a triangle
+//-----------------------------------------------------------------------------
+void RenderTriangle( const Vector& p1, const Vector& p2, const Vector& p3, Color c, IMaterial *pMaterial )
+{
+ InitializeStandardMaterials();
+
+ CMatRenderContextPtr pRenderContext( materials );
+ pRenderContext->Bind( pMaterial );
+
+ unsigned char chRed = c.r();
+ unsigned char chGreen = c.g();
+ unsigned char chBlue = c.b();
+ unsigned char chAlpha = c.a();
+
+ Vector vecNormal;
+ Vector vecDelta1, vecDelta2;
+ VectorSubtract( p2, p1, vecDelta1 );
+ VectorSubtract( p3, p1, vecDelta2 );
+ CrossProduct( vecDelta1, vecDelta2, vecNormal );
+ VectorNormalize( vecNormal );
+
+ IMesh *pMesh = pRenderContext->GetDynamicMesh( );
+ CMeshBuilder meshBuilder;
+ meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 1 );
+
+ meshBuilder.Position3fv( p1.Base() );
+ meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha );
+ meshBuilder.Normal3fv( vecNormal.Base() );
+ meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3fv( p2.Base() );
+ meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha );
+ meshBuilder.Normal3fv( vecNormal.Base() );
+ meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3fv( p3.Base() );
+ meshBuilder.Color4ub( chRed, chGreen, chBlue, chAlpha );
+ meshBuilder.Normal3fv( vecNormal.Base() );
+ meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.End();
+ pMesh->Draw();
+}
+
+
+void RenderTriangle( const Vector& p1, const Vector& p2, const Vector& p3, Color c, bool bZBuffer )
+{
+ IMaterial *pMaterial = bZBuffer ? s_pVertexColor : s_pVertexColorIgnoreZ;
+ Color cActual( c.r(), c.g(), c.b(), c.a() );
+ RenderTriangle( p1, p2, p3, cActual, pMaterial );
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Renders an extruded box
+//-----------------------------------------------------------------------------
+static void DrawAxes( const Vector& origin, Vector* pts, int idx, Color c, CMeshBuilder& meshBuilder )
+{
+ Vector start, temp;
+ VectorAdd( pts[idx], origin, start );
+ meshBuilder.Position3fv( start.Base() );
+ meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
+ meshBuilder.AdvanceVertex();
+
+ int endidx = (idx & 0x1) ? idx - 1 : idx + 1;
+ VectorAdd( pts[endidx], origin, temp );
+ meshBuilder.Position3fv( temp.Base() );
+ meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3fv( start.Base() );
+ meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
+ meshBuilder.AdvanceVertex();
+
+ endidx = (idx & 0x2) ? idx - 2 : idx + 2;
+ VectorAdd( pts[endidx], origin, temp );
+ meshBuilder.Position3fv( temp.Base() );
+ meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3fv( start.Base() );
+ meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
+ meshBuilder.AdvanceVertex();
+
+ endidx = (idx & 0x4) ? idx - 4 : idx + 4;
+ VectorAdd( pts[endidx], origin, temp );
+ meshBuilder.Position3fv( temp.Base() );
+ meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
+ meshBuilder.AdvanceVertex();
+}
+
+static void DrawExtrusionFace( const Vector& start, const Vector& end,
+ Vector* pts, int idx1, int idx2, Color c, CMeshBuilder& meshBuilder )
+{
+ Vector temp;
+ VectorAdd( pts[idx1], start, temp );
+ meshBuilder.Position3fv( temp.Base() );
+ meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
+ meshBuilder.AdvanceVertex();
+
+ VectorAdd( pts[idx2], start, temp );
+ meshBuilder.Position3fv( temp.Base() );
+ meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3fv( temp.Base() );
+ meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
+ meshBuilder.AdvanceVertex();
+
+ VectorAdd( pts[idx2], end, temp );
+ meshBuilder.Position3fv( temp.Base() );
+ meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3fv( temp.Base() );
+ meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
+ meshBuilder.AdvanceVertex();
+
+ VectorAdd( pts[idx1], end, temp );
+ meshBuilder.Position3fv( temp.Base() );
+ meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3fv( temp.Base() );
+ meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
+ meshBuilder.AdvanceVertex();
+
+ VectorAdd( pts[idx1], start, temp );
+ meshBuilder.Position3fv( temp.Base() );
+ meshBuilder.Color4ub( c.r(), c.g(), c.b(), c.a() );
+ meshBuilder.AdvanceVertex();
+}
+
+void RenderWireframeSweptBox( const Vector &vStart, const Vector &vEnd, const QAngle &angles, const Vector &vMins, const Vector &vMaxs, Color c, bool bZBuffer )
+{
+ CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
+ pRenderContext->Bind( bZBuffer ? s_pWireframe : s_pWireframeIgnoreZ );
+
+ Color cActual( c.r(), c.g(), c.b(), c.a() );
+
+ // Build a rotation matrix from angles
+ matrix3x4_t fRotateMatrix;
+ AngleMatrix( angles, fRotateMatrix );
+
+ IMesh *pMesh = pRenderContext->GetDynamicMesh( );
+ CMeshBuilder meshBuilder;
+ meshBuilder.Begin( pMesh, MATERIAL_LINES, 30 );
+
+ Vector vDelta;
+ VectorSubtract( vEnd, vStart, vDelta );
+
+ // Compute the box points, rotated but without the origin added
+ Vector temp;
+ Vector pts[8];
+ float dot[8];
+ int minidx = 0;
+ for ( int i = 0; i < 8; ++i )
+ {
+ temp.x = (i & 0x1) ? vMaxs[0] : vMins[0];
+ temp.y = (i & 0x2) ? vMaxs[1] : vMins[1];
+ temp.z = (i & 0x4) ? vMaxs[2] : vMins[2];
+
+ // Rotate the corner point
+ VectorRotate( temp, fRotateMatrix, pts[i] );
+
+ // Find the dot product with dir
+ dot[i] = DotProduct( pts[i], vDelta );
+ if ( dot[i] < dot[minidx] )
+ {
+ minidx = i;
+ }
+ }
+
+ // Choose opposite corner
+ int maxidx = minidx ^ 0x7;
+
+ // Draw the start + end axes...
+ DrawAxes( vStart, pts, minidx, cActual, meshBuilder );
+ DrawAxes( vEnd, pts, maxidx, cActual, meshBuilder );
+
+ // Draw the extrusion faces
+ for (int j = 0; j < 3; ++j )
+ {
+ int dirflag1 = ( 1 << ((j+1)%3) );
+ int dirflag2 = ( 1 << ((j+2)%3) );
+
+ int idx1, idx2, idx3;
+ idx1 = (minidx & dirflag1) ? minidx - dirflag1 : minidx + dirflag1;
+ idx2 = (minidx & dirflag2) ? minidx - dirflag2 : minidx + dirflag2;
+ idx3 = (minidx & dirflag2) ? idx1 - dirflag2 : idx1 + dirflag2;
+
+ DrawExtrusionFace( vStart, vEnd, pts, idx1, idx3, cActual, meshBuilder );
+ DrawExtrusionFace( vStart, vEnd, pts, idx2, idx3, cActual, meshBuilder );
+ }
+ meshBuilder.End();
+ pMesh->Draw();
+}
+
+
+//-----------------------------------------------------------------------------
+// Draws a axis-aligned quad
+//-----------------------------------------------------------------------------
+void RenderQuad( IMaterial *pMaterial, float x, float y, float w, float h,
+ float z, float s0, float t0, float s1, float t1, const Color& clr )
+{
+ CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
+ IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial );
+
+ CMeshBuilder meshBuilder;
+ meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
+
+ meshBuilder.Color4ub( clr.r(), clr.g(), clr.b(), clr.a());
+ meshBuilder.TexCoord2f( 0, s0, t0 );
+ meshBuilder.Position3f( x, y, z );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Color4ub( clr.r(), clr.g(), clr.b(), clr.a());
+ meshBuilder.TexCoord2f( 0, s1, t0 );
+ meshBuilder.Position3f( x + w, y, z );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Color4ub( clr.r(), clr.g(), clr.b(), clr.a());
+ meshBuilder.TexCoord2f( 0, s1, t1 );
+ meshBuilder.Position3f( x + w, y + h, z );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Color4ub( clr.r(), clr.g(), clr.b(), clr.a());
+ meshBuilder.TexCoord2f( 0, s0, t1 );
+ meshBuilder.Position3f( x, y + h, z );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.End();
+
+ pMesh->Draw();
+}
+
+//-----------------------------------------------------------------------------
+// Renders a screen space quad
+//-----------------------------------------------------------------------------
+
+void DrawScreenSpaceRectangle( IMaterial *pMaterial,
+ int nDestX, int nDestY, int nWidth, int nHeight, // Rect to draw into in screen space
+ float flSrcTextureX0, float flSrcTextureY0, // which texel you want to appear at destx/y
+ float flSrcTextureX1, float flSrcTextureY1, // which texel you want to appear at destx+width-1, desty+height-1
+ int nSrcTextureWidth, int nSrcTextureHeight, // needed for fixup
+ void *pClientRenderable, // Used to pass to the bind proxies
+ int nXDice, int nYDice, // Amount to tessellate the mesh
+ float fDepth ) // what Z value to put in the verts (def 0.0)
+{
+ CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
+
+ if ( ( nWidth <= 0 ) || ( nHeight <= 0 ) )
+ return;
+
+ tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "%s", __FUNCTION__ );
+
+ pRenderContext->MatrixMode( MATERIAL_VIEW );
+ pRenderContext->PushMatrix();
+ pRenderContext->LoadIdentity();
+
+ pRenderContext->MatrixMode( MATERIAL_PROJECTION );
+ pRenderContext->PushMatrix();
+ pRenderContext->LoadIdentity();
+
+ pRenderContext->Bind( pMaterial, pClientRenderable );
+
+ int xSegments = max( nXDice, 1);
+ int ySegments = max( nYDice, 1);
+
+ CMeshBuilder meshBuilder;
+
+ IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
+ meshBuilder.Begin( pMesh, MATERIAL_QUADS, xSegments * ySegments );
+
+ int nScreenWidth, nScreenHeight;
+ pRenderContext->GetRenderTargetDimensions( nScreenWidth, nScreenHeight );
+
+ float flOffset = 0.5f;
+
+ float flLeftX = nDestX - flOffset;
+ float flRightX = nDestX + nWidth - flOffset;
+
+ float flTopY = nDestY - flOffset;
+ float flBottomY = nDestY + nHeight - flOffset;
+
+ float flSubrectWidth = flSrcTextureX1 - flSrcTextureX0;
+ float flSubrectHeight = flSrcTextureY1 - flSrcTextureY0;
+
+ float flTexelsPerPixelX = ( nWidth > 1 ) ? flSubrectWidth / ( nWidth - 1 ) : 0.0f;
+ float flTexelsPerPixelY = ( nHeight > 1 ) ? flSubrectHeight / ( nHeight - 1 ) : 0.0f;
+
+ float flLeftU = flSrcTextureX0 + 0.5f - ( 0.5f * flTexelsPerPixelX );
+ float flRightU = flSrcTextureX1 + 0.5f + ( 0.5f * flTexelsPerPixelX );
+ float flTopV = flSrcTextureY0 + 0.5f - ( 0.5f * flTexelsPerPixelY );
+ float flBottomV = flSrcTextureY1 + 0.5f + ( 0.5f * flTexelsPerPixelY );
+
+ float flOOTexWidth = 1.0f / nSrcTextureWidth;
+ float flOOTexHeight = 1.0f / nSrcTextureHeight;
+ flLeftU *= flOOTexWidth;
+ flRightU *= flOOTexWidth;
+ flTopV *= flOOTexHeight;
+ flBottomV *= flOOTexHeight;
+
+ // Get the current viewport size
+ int vx, vy, vw, vh;
+ pRenderContext->GetViewport( vx, vy, vw, vh );
+
+ // map from screen pixel coords to -1..1
+ flRightX = FLerp( -1, 1, 0, vw, flRightX );
+ flLeftX = FLerp( -1, 1, 0, vw, flLeftX );
+ flTopY = FLerp( 1, -1, 0, vh ,flTopY );
+ flBottomY = FLerp( 1, -1, 0, vh, flBottomY );
+
+ // Dice the quad up...
+ if ( ( xSegments > 1 ) || ( ySegments > 1 ) )
+ {
+ // Screen height and width of a subrect
+ float flWidth = (flRightX - flLeftX) / (float) xSegments;
+ float flHeight = (flTopY - flBottomY) / (float) ySegments;
+
+ // UV height and width of a subrect
+ float flUWidth = (flRightU - flLeftU) / (float) xSegments;
+ float flVHeight = (flBottomV - flTopV) / (float) ySegments;
+
+ for ( int x=0; x < xSegments; x++ )
+ {
+ for ( int y=0; y < ySegments; y++ )
+ {
+ // Top left
+ meshBuilder.Position3f( flLeftX + (float) x * flWidth, flTopY - (float) y * flHeight, fDepth );
+ meshBuilder.Normal3f( 0.0f, 0.0f, 1.0f );
+ meshBuilder.TexCoord2f( 0, flLeftU + (float) x * flUWidth, flTopV + (float) y * flVHeight);
+ meshBuilder.TangentS3f( 0.0f, 1.0f, 0.0f );
+ meshBuilder.TangentT3f( 1.0f, 0.0f, 0.0f );
+ meshBuilder.AdvanceVertex();
+
+ // Top right (x+1)
+ meshBuilder.Position3f( flLeftX + (float) (x+1) * flWidth, flTopY - (float) y * flHeight, fDepth );
+ meshBuilder.Normal3f( 0.0f, 0.0f, 1.0f );
+ meshBuilder.TexCoord2f( 0, flLeftU + (float) (x+1) * flUWidth, flTopV + (float) y * flVHeight);
+ meshBuilder.TangentS3f( 0.0f, 1.0f, 0.0f );
+ meshBuilder.TangentT3f( 1.0f, 0.0f, 0.0f );
+ meshBuilder.AdvanceVertex();
+
+ // Bottom right (x+1), (y+1)
+ meshBuilder.Position3f( flLeftX + (float) (x+1) * flWidth, flTopY - (float) (y+1) * flHeight, fDepth );
+ meshBuilder.Normal3f( 0.0f, 0.0f, 1.0f );
+ meshBuilder.TexCoord2f( 0, flLeftU + (float) (x+1) * flUWidth, flTopV + (float)(y+1) * flVHeight);
+ meshBuilder.TangentS3f( 0.0f, 1.0f, 0.0f );
+ meshBuilder.TangentT3f( 1.0f, 0.0f, 0.0f );
+ meshBuilder.AdvanceVertex();
+
+ // Bottom left (y+1)
+ meshBuilder.Position3f( flLeftX + (float) x * flWidth, flTopY - (float) (y+1) * flHeight, fDepth );
+ meshBuilder.Normal3f( 0.0f, 0.0f, 1.0f );
+ meshBuilder.TexCoord2f( 0, flLeftU + (float) x * flUWidth, flTopV + (float)(y+1) * flVHeight);
+ meshBuilder.TangentS3f( 0.0f, 1.0f, 0.0f );
+ meshBuilder.TangentT3f( 1.0f, 0.0f, 0.0f );
+ meshBuilder.AdvanceVertex();
+ }
+ }
+ }
+ else // just one quad
+ {
+ for ( int corner=0; corner<4; corner++ )
+ {
+ bool bLeft = (corner==0) || (corner==3);
+ meshBuilder.Position3f( (bLeft) ? flLeftX : flRightX, (corner & 2) ? flBottomY : flTopY, fDepth );
+ meshBuilder.Normal3f( 0.0f, 0.0f, 1.0f );
+ meshBuilder.TexCoord2f( 0, (bLeft) ? flLeftU : flRightU, (corner & 2) ? flBottomV : flTopV );
+ meshBuilder.TangentS3f( 0.0f, 1.0f, 0.0f );
+ meshBuilder.TangentT3f( 1.0f, 0.0f, 0.0f );
+ meshBuilder.AdvanceVertex();
+ }
+ }
+
+ meshBuilder.End();
+ pMesh->Draw();
+
+ pRenderContext->MatrixMode( MATERIAL_VIEW );
+ pRenderContext->PopMatrix();
+
+ pRenderContext->MatrixMode( MATERIAL_PROJECTION );
+ pRenderContext->PopMatrix();
+}